Code cleanup
This commit is contained in:
parent
32c55a66fd
commit
6f71f2405d
8 changed files with 122 additions and 129 deletions
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@ -137,8 +137,8 @@ static void ActBossChar_Core_Mini(NPCHAR *npc)
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npc->bits |= NPC_SHOOTABLE;
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// Fallthrough
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case 101:
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npc->x += (npc->tgt_x - npc->x) / 16;
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npc->y += (npc->tgt_y - npc->y) / 16;
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npc->x += (npc->tgt_x - npc->x) / 0x10;
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npc->y += (npc->tgt_y - npc->y) / 0x10;
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if (++npc->act_wait > 50)
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npc->ani_no = 0;
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@ -168,8 +168,8 @@ static void ActBossChar_Core_Mini(NPCHAR *npc)
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npc->tgt_y = npc->y + (Random(-4, 4) * 0x200);
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// Fallthrough
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case 131:
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npc->x += (npc->tgt_x - npc->x) / 16;
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npc->y += (npc->tgt_y - npc->y) / 16;
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npc->x += (npc->tgt_x - npc->x) / 0x10;
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npc->y += (npc->tgt_y - npc->y) / 0x10;
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if (++npc->act_wait > 50)
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{
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@ -190,8 +190,8 @@ static void ActBossChar_Core_Mini(NPCHAR *npc)
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break;
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case 140:
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npc->x += (npc->tgt_x - npc->x) / 16;
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npc->y += (npc->tgt_y - npc->y) / 16;
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npc->x += (npc->tgt_x - npc->x) / 0x10;
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npc->y += (npc->tgt_y - npc->y) / 0x10;
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break;
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case 200:
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@ -224,14 +224,17 @@ static void ActBossChar_Core_Hit(NPCHAR *npc)
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y - 0x4000;
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break;
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case 1:
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npc->x = gBoss[0].x + 0x3800;
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npc->y = gBoss[0].y;
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break;
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case 2:
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npc->x = gBoss[0].x + 0x800;
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npc->y = gBoss[0].y + 0x4000;
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break;
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case 3:
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npc->x = gBoss[0].x - 0x3800;
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npc->y = gBoss[0].y + 0x800;
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@ -423,7 +426,7 @@ void ActBossChar_Core(void)
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// Fallthrough
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case 221:
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++npc->act_wait;
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SetNpChar(199, gMC.x + (Random(-50, 150) * 0x200 * 2), gMC.y + (Random(-0xA0, 0xA0) * 0x200), 0, 0, 0, 0, 0x100);
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SetNpChar(199, gMC.x + (Random(-50, 150) * 0x200 * 2), gMC.y + (Random(-160, 160) * 0x200), 0, 0, 0, 0, 0x100);
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gMC.xm -= 0x20;
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gMC.cond |= 0x20;
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@ -532,18 +532,23 @@ void ActBossChar_Undead(void)
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case 230:
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npc->act_no = 231;
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npc->act_wait = 0;
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gBoss[3].act_no = 30;
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gBoss[8].bits |= NPC_INVULNERABLE;
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gBoss[9].bits |= NPC_INVULNERABLE;
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gBoss[10].bits |= NPC_INVULNERABLE;
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gBoss[11].bits |= NPC_SHOOTABLE;
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PlaySoundObject(25, 1);
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SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0, 0, 0x100);
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SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0x400, 0, 0x100);
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SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0, 0, 0x100);
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SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
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SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
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SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
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life = npc->life;
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bShock = TRUE;
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// Fallthrough
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@ -719,12 +724,16 @@ void ActBossChar_Undead(void)
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npc->y += npc->ym;
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ActBossCharA_Face(&gBoss[3]);
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ActBossCharA_Head(&gBoss[4]);
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ActBossCharA_Tail(&gBoss[5]);
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ActBossCharA_Mini(&gBoss[1]);
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ActBossCharA_Mini(&gBoss[2]);
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ActBossCharA_Mini(&gBoss[6]);
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ActBossCharA_Mini(&gBoss[7]);
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ActBossCharA_Hit(&gBoss[8]);
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ActBossCharA_Hit(&gBoss[9]);
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ActBossCharA_Hit(&gBoss[10]);
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@ -117,13 +117,13 @@ static void ActBossChar_Body(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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static void ActBossChar_HITAI(NPCHAR *npc)
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static void ActBossChar_HITAI(NPCHAR *npc) // "Hitai" = "forehead" or "brow" (according to Google Translate, anyway)
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{
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y - 0x5800;
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}
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static void ActBossChar_HARA(NPCHAR *npc)
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static void ActBossChar_HARA(NPCHAR *npc) // "Hara" = "belly" or "stomach" (according to Google Translate, anyway)
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{
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y;
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@ -373,8 +373,8 @@ void ActBossChar_Ballos(void)
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for (i = 0; i < 0x100; i += 0x40)
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{
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SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 0x5A);
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SetNpChar(342, npc->x, npc->y, 0, 0, i + 544, npc, 0x5A);
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SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 90);
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SetNpChar(342, npc->x, npc->y, 0, 0, i + 544, npc, 90);
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}
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SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18);
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@ -641,6 +641,7 @@ void ActBossChar_Ballos(void)
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gBoss[3].cond = 0;
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gBoss[4].cond = 0;
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gBoss[5].cond = 0;
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DeleteNpCharCode(350, 1);
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DeleteNpCharCode(348, 1);
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}
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@ -147,7 +147,7 @@ void ActBossChar_Frog(void)
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boss->ani_no = 3;
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boss->cond = 0x80;
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boss->rect = rcRight[0];
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gBoss[1].cond = -112;
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gBoss[1].cond = 0x90;
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gBoss[1].code_event = 1000;
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gBoss[2].cond = 0x80;
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gBoss[1].damage = 5;
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@ -192,7 +192,7 @@ void ActBossChar_Omega()
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SetQuake(2);
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gBoss[0].y -= 0x200;
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if (!(++gBoss[0].act_wait % 4))
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if (++gBoss[0].act_wait % 4 == 0)
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PlaySoundObject(26, 1);
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if (gBoss[0].act_wait == 48)
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@ -273,7 +273,7 @@ void ActBossChar_Omega()
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if (gBoss[0].count2 == 1)
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gBoss[0].damage = 20;
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if (!gBoss[0].count2)
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if (gBoss[0].count2 == 0)
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{
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PlaySoundObject(102, 0);
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PlaySoundObject(12, 1);
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@ -303,7 +303,7 @@ void ActBossChar_Omega()
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SetQuake(2);
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gBoss[0].y += 0x200;
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if (!(++gBoss[0].act_wait % 4))
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if (++gBoss[0].act_wait % 4 == 0)
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PlaySoundObject(26, 1);
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if (gBoss[0].act_wait == 48)
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@ -319,7 +319,7 @@ void ActBossChar_Omega()
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gBoss[0].act_wait = 0;
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gBoss[0].act_no = 30;
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gBoss[0].x = gBoss[0].tgt_x + (Random(-64, 64) << 9);
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gBoss[0].x = gBoss[0].tgt_x + (Random(-0x40, 0x40) * 0x200);
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gBoss[0].y = gBoss[0].tgt_y;
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}
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break;
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@ -351,7 +351,7 @@ void ActBossChar_Omega()
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if (gBoss[0].act_wait < 30 && !(gBoss[0].act_wait % 5))
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{
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SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x155, 0x155), -0x333, 0, NULL, 0x100);
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SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-341, 341), -0x333, 0, NULL, 0x100);
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PlaySoundObject(39, 1);
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}
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break;
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@ -422,10 +422,10 @@ void ActBossChar_Omega()
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case 150:
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SetQuake(2);
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if (!(++gBoss[0].act_wait % 12))
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if (++gBoss[0].act_wait % 12 == 0)
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PlaySoundObject(52, 1);
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SetDestroyNpChar(gBoss[0].x + (Random(-48, 48) << 9), gBoss[0].y + (Random(-48, 24) << 9), 1, 1);
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SetDestroyNpChar(gBoss[0].x + (Random(-0x30, 0x30) * 0x200), gBoss[0].y + (Random(-0x30, 0x18) * 0x200), 1, 1);
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if (gBoss[0].act_wait > 100)
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{
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@ -449,9 +449,6 @@ void ActBossChar_Omega()
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gBoss[5].cond = 0;
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}
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break;
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default:
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break;
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}
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RECT rect[4] = {
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@ -472,7 +469,7 @@ void ActBossChar_Omega()
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ActBoss01_12();
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ActBoss01_5();
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if (!gBoss[0].life && gBoss[0].act_no < 150)
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if (gBoss[0].life == 0 && gBoss[0].act_no < 150)
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{
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gBoss[0].act_no = 150;
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gBoss[0].act_wait = 0;
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@ -74,7 +74,7 @@ void ActBossChar_Press(void)
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case 30:
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npc->act_no = 31;
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npc->ani_no = 2;
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npc->x = 81920;
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npc->x = 0x14000;
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npc->y = 0x8000;
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// Fallthrough
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case 31:
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@ -324,7 +324,7 @@ void ActBossChar_Twin(void)
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break;
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case 20:
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if (--npc->tgt_x <= 112)
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if (--npc->tgt_x <= 0x70)
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{
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npc->act_no = 100;
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npc->act_wait = 0;
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@ -341,40 +341,28 @@ void ActBossChar_Twin(void)
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{
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++npc->count1;
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}
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else if (npc->act_wait < 120)
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{
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npc->count1 += 2;
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}
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else if (npc->act_wait < npc->count2)
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{
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npc->count1 += 4;
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}
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else if (npc->act_wait < npc->count2 + 40)
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{
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npc->count1 += 2;
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}
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else if (npc->act_wait < npc->count2 + 60)
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{
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++npc->count1;
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}
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else
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{
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if (npc->act_wait < 120)
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{
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npc->count1 += 2;
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}
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else
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{
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if (npc->act_wait < npc->count2)
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{
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npc->count1 += 4;
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}
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else
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{
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if (npc->act_wait < npc->count2 + 40)
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{
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npc->count1 += 2;
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}
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else
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{
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if (npc->act_wait < npc->count2 + 60)
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{
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++npc->count1;
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}
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else
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{
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npc->act_wait = 0;
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npc->act_no = 110;
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npc->count2 = Random(400, 700);
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break;
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}
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}
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}
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}
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npc->act_wait = 0;
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npc->act_no = 110;
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npc->count2 = Random(400, 700);
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break;
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}
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if (npc->count1 > 0x3FF)
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@ -387,51 +375,39 @@ void ActBossChar_Twin(void)
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{
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--npc->count1;
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}
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else if (npc->act_wait < 60)
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{
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npc->count1 -= 2;
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}
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else if (npc->act_wait < npc->count2)
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{
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npc->count1 -= 4;
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}
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else if (npc->act_wait < npc->count2 + 40)
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{
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npc->count1 -= 2;
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}
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else if (npc->act_wait < npc->count2 + 60)
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{
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--npc->count1;
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}
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else
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{
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if (npc->act_wait < 60)
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if (npc->life < 300)
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{
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npc->count1 -= 2;
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npc->act_wait = 0;
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npc->act_no = 400;
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gBoss[2].act_no = 400;
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gBoss[4].act_no = 400;
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}
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else
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{
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if (npc->act_wait < npc->count2)
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{
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npc->count1 -= 4;
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}
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else
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{
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if (npc->act_wait < npc->count2 + 40)
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{
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npc->count1 -= 2;
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}
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else
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{
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if (npc->act_wait < npc->count2 + 60)
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{
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--npc->count1;
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}
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else
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{
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if (npc->life < 300)
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{
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npc->act_wait = 0;
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npc->act_no = 400;
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gBoss[2].act_no = 400;
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gBoss[4].act_no = 400;
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}
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else
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{
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npc->act_wait = 0;
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npc->act_no = 100;
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npc->count2 = Random(400, 700);
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}
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break;
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}
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}
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}
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npc->act_wait = 0;
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npc->act_no = 100;
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npc->count2 = Random(400, 700);
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}
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break;
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}
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if (npc->count1 <= 0)
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@ -453,41 +429,29 @@ void ActBossChar_Twin(void)
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{
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++npc->count1;
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}
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else if (npc->act_wait < 120)
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{
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npc->count1 += 2;
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}
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else if (npc->act_wait < 500)
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{
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npc->count1 += 4;
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}
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else if (npc->act_wait < 540)
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{
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npc->count1 += 2;
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}
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else if (npc->act_wait < 560)
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{
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++npc->count1;
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}
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else
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{
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if (npc->act_wait < 120)
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{
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npc->count1 += 2;
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}
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else
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{
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if (npc->act_wait < 500)
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{
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npc->count1 += 4;
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}
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else
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{
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if (npc->act_wait < 540)
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{
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npc->count1 += 2;
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}
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else
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{
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if (npc->act_wait < 560)
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{
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++npc->count1;
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}
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else
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{
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npc->act_no = 100;
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npc->act_wait = 0;
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gBoss[2].act_no = 100;
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gBoss[4].act_no = 100;
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break;
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}
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}
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}
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}
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npc->act_no = 100;
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npc->act_wait = 0;
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gBoss[2].act_no = 100;
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gBoss[4].act_no = 100;
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break;
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}
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if (npc->count1 > 0x3FF)
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@ -230,7 +230,6 @@ static void ActBossChar03_02(NPCHAR *npc)
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npc->act_no = 11;
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npc->act_wait = 30 * npc->ani_no + 30;
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// Fallthrough
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case 11:
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if (npc->act_wait)
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{
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||||
|
@ -511,6 +510,7 @@ void ActBossChar_MonstX(void)
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npc->size = 3;
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npc->code_event = 1000;
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npc->ani_no = 0;
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||||
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gBoss[1].cond = 0x80;
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||||
gBoss[1].size = 3;
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gBoss[1].direct = 0;
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|
@ -519,8 +519,10 @@ void ActBossChar_MonstX(void)
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gBoss[1].view.back = 0x3000;
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||||
gBoss[1].view.bottom = 0x3000;
|
||||
gBoss[1].bits = NPC_IGNORE_SOLIDITY;
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||||
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gBoss[2] = gBoss[1];
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||||
gBoss[2].direct = 2;
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||||
|
||||
gBoss[3].cond = 0x80;
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gBoss[3].life = 60;
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gBoss[3].size = 3; // Redundant: this get overwritten a few lines later
|
||||
|
@ -537,14 +539,18 @@ void ActBossChar_MonstX(void)
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gBoss[3].hit.bottom = 0xA00;
|
||||
gBoss[3].bits = NPC_IGNORE_SOLIDITY;
|
||||
gBoss[3].tgt_x = 0;
|
||||
|
||||
gBoss[4] = gBoss[3];
|
||||
gBoss[4].tgt_x = 1;
|
||||
|
||||
gBoss[5] = gBoss[3];
|
||||
gBoss[5].tgt_x = 2;
|
||||
gBoss[5].life = 100;
|
||||
|
||||
gBoss[6] = gBoss[3];
|
||||
gBoss[6].tgt_x = 3;
|
||||
gBoss[6].life = 100;
|
||||
|
||||
gBoss[7].cond = 0x80;
|
||||
gBoss[7].x = 0x100000;
|
||||
gBoss[7].y = 0x19000;
|
||||
|
@ -560,6 +566,7 @@ void ActBossChar_MonstX(void)
|
|||
gBoss[7].bits = NPC_IGNORE_SOLIDITY;
|
||||
gBoss[7].size = 3;
|
||||
gBoss[7].ani_no = 0;
|
||||
|
||||
gBoss[9].cond = 0x80;
|
||||
gBoss[9].act_no = 0;
|
||||
gBoss[9].direct = 1;
|
||||
|
@ -576,8 +583,10 @@ void ActBossChar_MonstX(void)
|
|||
gBoss[9].hit.bottom = 0x2000;
|
||||
gBoss[9].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_REAR_AND_TOP_DONT_HURT);
|
||||
gBoss[9].size = 3;
|
||||
|
||||
gBoss[10] = gBoss[9];
|
||||
gBoss[10].x = 0x108000;
|
||||
|
||||
gBoss[11] = gBoss[9];
|
||||
gBoss[11].direct = 3;
|
||||
gBoss[11].x = 0xF8000;
|
||||
|
@ -586,8 +595,10 @@ void ActBossChar_MonstX(void)
|
|||
gBoss[11].view.bottom = 0x1000;
|
||||
gBoss[11].hit.top = 0x2000;
|
||||
gBoss[11].hit.bottom = 0x1000;
|
||||
|
||||
gBoss[12] = gBoss[11];
|
||||
gBoss[12].x = 0x108000;
|
||||
|
||||
gBoss[13] = gBoss[9];
|
||||
gBoss[13].cond = 0x80;
|
||||
gBoss[13].view.top = 0x2000;
|
||||
|
@ -597,24 +608,28 @@ void ActBossChar_MonstX(void)
|
|||
gBoss[13].count1 = 9;
|
||||
gBoss[13].ani_no = 0;
|
||||
gBoss[13].bits = NPC_IGNORE_SOLIDITY;
|
||||
|
||||
gBoss[14] = gBoss[13];
|
||||
gBoss[14].view.front = 0x5400;
|
||||
gBoss[14].view.back = 0x3C00;
|
||||
gBoss[14].count1 = 10;
|
||||
gBoss[14].ani_no = 1;
|
||||
gBoss[14].bits = NPC_IGNORE_SOLIDITY;
|
||||
|
||||
gBoss[15] = gBoss[13];
|
||||
gBoss[15].view.top = 0x2000;
|
||||
gBoss[15].view.bottom = 0x2000;
|
||||
gBoss[15].count1 = 11;
|
||||
gBoss[15].ani_no = 2;
|
||||
gBoss[15].bits = NPC_IGNORE_SOLIDITY;
|
||||
|
||||
gBoss[16] = gBoss[15];
|
||||
gBoss[16].view.front = 0x5400;
|
||||
gBoss[16].view.back = 0x3C00;
|
||||
gBoss[16].count1 = 12;
|
||||
gBoss[16].ani_no = 3;
|
||||
gBoss[16].bits = NPC_IGNORE_SOLIDITY;
|
||||
|
||||
npc->act_no = 2;
|
||||
break;
|
||||
|
||||
|
@ -836,12 +851,16 @@ void ActBossChar_MonstX(void)
|
|||
ActBossChar03_01(&gBoss[10]);
|
||||
ActBossChar03_01(&gBoss[11]);
|
||||
ActBossChar03_01(&gBoss[12]);
|
||||
|
||||
npc->x += ((gBoss[11].x + gBoss[10].x + gBoss[9].x + gBoss[12].x) / 4 - npc->x) / 16;
|
||||
|
||||
ActBossChar03_face(&gBoss[7]);
|
||||
|
||||
ActBossChar03_02(&gBoss[13]);
|
||||
ActBossChar03_02(&gBoss[14]);
|
||||
ActBossChar03_02(&gBoss[15]);
|
||||
ActBossChar03_02(&gBoss[16]);
|
||||
|
||||
ActBossChar03_03(&gBoss[1]);
|
||||
ActBossChar03_03(&gBoss[2]);
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue